Stall Team

So, I have been in competitive battling for a long time, but not until recently have I realized that you make your team in the Simulator and not in the game. Oops :). Anyway, I am a big fan of Stall Teams, and I have recently created this team. Any feedback would be greatly appreciated.

Without further ado, here is the team.


Aggron@Aggronite
Ability-Sturdy
EVs: 252 HP, 252 SpDef, 4 Def
Relaxed Nature
-Stealth Rock
-Iron Head
-Earthquake
-Ice Punch

This Monster is so underrated it hurts. Stealth Rock is a useful move that, thanks to Aggron's immense bulk, has a plethora of chances to set it up. Iron Head is it's STAB, dealing consistent damage and hurting Fairies Super-Effectively. Earthquake is another option that is mainly for Aegislash. Ice Punch deals 4x Damage to Garchomp and other Dragons. The nature is meant to boost it's already massive defense, while making it slower than Aeigislash, thus allowing it to attack it in Blade Form. The EVs are meant to give it max HP and patch up it's mediocre Special Defense.

Klefki@Leftovers
Ability-Prankster
EVs:252 HP, 252 SpDef, 4 Atk
Careful Nature
-Spikes
-Thunder Wave
-Play Rough
-Iron Defense

Klefki is my Spiker, and, in my opinion, is one of the best due to Prankster. Spikes works well with Stealth Rock, and Thunder wave also gets Priority. Play Rough gives it a powerful STAB against pesky Dragons. I am kinda Iffy about Iron Defense, but I do not know what to replace with it. If someone could tell me of a viable replacement, I would be very grateful.

Tentacruel@Leftovers
Ability-Clear Body
EVs:252 HP, 252 SpDef, 4 SpA
Sassy Nature
-Toxic Spikes
-Rapid Spin
-Scald
-Ice Beam

This is my bulky Water-type. Toxic Spikes works well with Spikes and Stealth Rock and Tentacruel also checks Fire and Ground Types, both super-effective against Aggron and Klefki. Rapid spin is also a useful tool for removing entry hazards, and Scald is the STAB and has a chance of burning. Ice Beam is merely for extra coverage.

Skarmory@Leftovers
Ability:Sturdy.
EVs:252 HP, 252 Def, 4 SpDef
Impish Nature
-Stealth Rock
-Whirlwind
-Brave Bird
-Roost

Skarmory is my phaser. Stealth Rock is mostly a backup, as Aggron should have had already set it up. Whirlwind is the main phasing move, and Brave Bird is meant to let Skarmory not be complete Taunt bait. Roost is meant to give it reliable recovery.

Sableye@Leftovers
Ability-Prankster
EVs: 252 HP, 252 Def, 4 SpDef
Bold Nature
-Will-O-Wisp
-Recover
-Taunt
-Night Shade

As you can see, I have a large reliance on Entry Hazards, so of course I need a spinblocker. I chose Sableye mainly for Prankster. Will-O-Wisp is can indirectly buff Sableye's low defense and can also do damage every turn. Recover is a priority move that also heals Sableye. Taunt can cripple Setup Sweepers. And Night Shade does consistent Damage.

Sylveon@Leftovers
Ability-Pixilate
EVs: 252 HP, 252 SpDef, 4 SpA.
Calm Nature
-Wish
-Heal Bell
-Protect
-Hyper Voice

This is my Cleric. Wish is meant to pass on to either itself or other team members, especially Aggron. Heal Bell is meant to cure status conditions, while protect helps stalling. Hyper Voice is a STAB with Pixilate, and also gets a nice boost with Pixilate.
 

Attachments

  • upload_2014-6-15_14-55-0.jpeg
    upload_2014-6-15_14-55-0.jpeg
    4.4 KB · Views: 326
  • upload_2014-6-15_15-15-11.jpeg
    upload_2014-6-15_15-15-11.jpeg
    6.6 KB · Views: 300
  • upload_2014-6-15_15-35-1.jpeg
    upload_2014-6-15_15-35-1.jpeg
    5.4 KB · Views: 299
  • upload_2014-6-15_15-46-39.jpeg
    upload_2014-6-15_15-46-39.jpeg
    5.9 KB · Views: 275
Back
Top